- 规范 UI 设计成为:

- UIForm 负责展示
    - Controller 负责控制
    - UseCase 负责业务逻辑
    - RawData 负责提供原始数据
    - Context 负责为 UIForm 提供数据
- 添加和补充一系列 UI 功能
This commit is contained in:
SepComet
2026-02-16 19:03:09 +08:00
parent d650dd63e7
commit 85b0205c73
251 changed files with 12705 additions and 5220 deletions
@@ -0,0 +1,74 @@
using Definition.DataStruct;
using Entity;
using Game.Utility;
using Procedure;
namespace UI
{
public class DisplayItemInfoFormUseCase : IUIUseCase
{
private readonly ProcedureGame _procedureGame;
private Player Player => _procedureGame != null ? _procedureGame.Player : null;
public DisplayItemInfoFormUseCase(ProcedureGame procedureGame)
{
_procedureGame = procedureGame;
}
public DisplayItemInfoFormRawData CreateModel(int index, bool isWeapon)
{
if (index < 0 || Player == null)
{
return null;
}
if (isWeapon)
{
var weapons = Player.Weapons;
if (weapons == null || index >= weapons.Count)
{
return null;
}
WeaponBase weapon = weapons[index];
if (weapon == null || weapon.WeaponData == null)
{
return null;
}
return new DisplayItemInfoFormRawData
{
IconAssetName = weapon.WeaponData.IconAssetName,
Title = weapon.WeaponData.Title,
TypeText = "Weapon",
Description = ItemDescUtility.CreateWeaponDescription(weapon),
Price = 0,
IsWeapon = true
};
}
var props = Player.Props;
if (props == null || index >= props.Count)
{
return null;
}
PropItem prop = props[index];
if (prop == null)
{
return null;
}
return new DisplayItemInfoFormRawData
{
IconAssetName = prop.IconAssetName,
Title = prop.Title,
TypeText = "Prop",
Description = ItemDescUtility.CreatePropDescription(prop),
Price = 0,
IsWeapon = false
};
}
}
}
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@@ -0,0 +1,137 @@
using System.Collections.Generic;
using System.Linq;
using DataTable;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
using Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace UI
{
internal class LevelUpFormUseCase : IUIUseCase
{
private const int BaseRefreshPrice = 2;
private readonly GameStateLevelUp _gameStateLevelUp;
private readonly DRLevelUpReward[] _allRewards;
private int _refreshCount;
private LevelUpFormRawData _currentModel;
private readonly Player _player;
public LevelUpFormUseCase(Player player, GameStateLevelUp gameStateLevelUp)
{
_player = player;
_gameStateLevelUp = gameStateLevelUp;
_allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
}
public LevelUpFormRawData CreateInitialModel(int count = 4)
{
_refreshCount = 0;
if (_gameStateLevelUp == null || _player.PendingLevelPoints <= 0)
{
_currentModel = null;
return null;
}
_currentModel = BuildModel(BaseRefreshPrice, count);
return _currentModel;
}
public LevelUpFormRawData TryRefresh(int refreshCost, int count = 4)
{
if (_currentModel == null)
{
return null;
}
if (_player == null || _player.Coin < refreshCost)
{
return null;
}
_player.Coin -= refreshCost;
_refreshCount++;
_currentModel = BuildModel((_refreshCount + 1) * BaseRefreshPrice, count);
return _currentModel;
}
public LevelUpFormRawData SelectReward(int selectedIndex, int count = 4)
{
if (_currentModel?.Rewards == null)
{
return null;
}
if (selectedIndex < 0 || selectedIndex >= _currentModel.Rewards.Count)
{
Log.Warning("LevelUpFormUseCase::SelectReward: Invalid index");
return null;
}
ApplyReward(_currentModel.Rewards[selectedIndex]);
if (--_player.PendingLevelPoints > 0)
{
_refreshCount = 0;
_currentModel = BuildModel(BaseRefreshPrice, count);
return _currentModel;
}
_gameStateLevelUp.IsCompleted = true;
_currentModel = null;
return null;
}
private LevelUpFormRawData BuildModel(int refreshPrice, int count)
{
if (_allRewards == null || _allRewards.Length == 0)
{
Log.Error("LevelUpFormUseCase::BuildModel(): _allRewards is empty");
return null;
}
int finalCount = count > 0 ? System.Math.Min(count, _allRewards.Length) : _allRewards.Length;
List<DRLevelUpReward> selections = new List<DRLevelUpReward>(finalCount);
for (int i = 0; i < finalCount; i++)
{
int index = Random.Range(0, _allRewards.Length);
selections.Add(_allRewards[index]);
}
return new LevelUpFormRawData
{
Rewards = selections,
RefreshPrice = refreshPrice
};
}
private void ApplyReward(DRLevelUpReward reward)
{
if (reward == null)
{
return;
}
if (_player == null)
{
Log.Warning("LevelUpFormUseCase::ApplyReward: Player is null");
return;
}
if (reward.Modifiers == null || reward.Modifiers.Length == 0)
{
Log.Warning("LevelUpFormUseCase::ApplyReward: Reward modifiers are empty");
return;
}
_player.AddProp(new PropItem(reward.Modifiers, ItemRarity.White, reward.Title, reward.IconAssetName));
}
}
}
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@@ -0,0 +1,248 @@
using System.Collections.Generic;
using System.Linq;
using DataTable;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
using Game.Utility;
using GameFramework.DataTable;
using Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace UI
{
internal sealed class ShopRefreshResult
{
public List<GoodsItemContext> GoodsItems;
public int RefreshPrice;
}
internal sealed class ShopPurchaseResult
{
public int GoodsIndex;
public DisplayItemContext DisplayItem;
}
internal class ShopFormUseCase : IUIUseCase
{
private readonly ProcedureGame _procedureGame;
private readonly GameStateShop _gameStateShop;
private readonly DRGoods[] _allGoods;
private readonly IDataTable<DRProp> _propDataTable;
private readonly IDataTable<DRWeapon> _weaponDataTable;
private readonly List<ShopGoodsSelection> _selections = new();
private int _refreshTime;
private Player Player => _procedureGame.Player;
private sealed class ShopGoodsSelection
{
public GoodsType GoodsType;
public int GoodsTypeId;
public int Price;
}
public ShopFormUseCase(ProcedureGame procedureGame, GameStateShop gameStateShop)
{
_procedureGame = procedureGame;
_gameStateShop = gameStateShop;
_allGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
}
public ShopFormRawData CreateInitialModel()
{
_refreshTime = 0;
Player player = Player;
if (_procedureGame == null || player == null)
{
return null;
}
int currentLevel = _procedureGame.CurrentLevel;
return new ShopFormRawData
{
CurrentLevel = currentLevel,
RefreshPrice = currentLevel,
PlayerCoin = player.Coin,
GoodsItems = BuildRandomGoodsItems(4),
PropItems = player.Props,
PropMaxCount = -1,
WeaponItems = player.Weapons,
WeaponMaxCount = player.WeaponCapacity
};
}
public ShopRefreshResult TryRefresh(int cost)
{
Player player = Player;
if (player == null || _procedureGame == null || player.Coin < cost)
{
return null;
}
player.Coin -= cost;
int refreshPrice = (_refreshTime + 1) * _procedureGame.CurrentLevel;
_refreshTime++;
return new ShopRefreshResult
{
GoodsItems = BuildRandomGoodsItems(4),
RefreshPrice = refreshPrice
};
}
public ShopPurchaseResult TryPurchase(int goodsIndex)
{
if (goodsIndex < 0 || goodsIndex >= _selections.Count)
{
Log.Warning("ShopFormUseCase::TryPurchase: Invalid index");
return null;
}
ShopGoodsSelection selection = _selections[goodsIndex];
if (selection == null)
{
Log.Warning("ShopFormUseCase::TryPurchase: Item already purchased.");
return null;
}
Player player = Player;
if (player == null || player.Coin < selection.Price)
{
return null;
}
player.Coin -= selection.Price;
DisplayItemContext displayItem = ApplyGoodsPurchase(selection);
_selections[goodsIndex] = null;
return new ShopPurchaseResult
{
GoodsIndex = goodsIndex,
DisplayItem = displayItem
};
}
public void Continue()
{
_gameStateShop.ShopFinish = true;
}
private List<GoodsItemContext> BuildRandomGoodsItems(int count)
{
if (_allGoods == null || _allGoods.Length == 0)
{
Log.Error("ShopFormUseCase::BuildRandomGoodsItems(): _allGoods is empty");
return null;
}
int finalCount = Mathf.Min(count, _allGoods.Length);
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>(finalCount);
_selections.Clear();
for (int i = 0; i < finalCount; i++)
{
int index = Random.Range(0, _allGoods.Length);
DRGoods drGoods = _allGoods[index];
GoodsItemContext goodsItem = new GoodsItemContext();
int price;
if (drGoods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
if (drProp == null)
{
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Missing DRProp, id = {drGoods.GoodsTypeId}");
continue;
}
price = CalculateRandomizedPrice(drProp.Price, drProp.PriceRandomPercent);
goodsItem.Title = drProp.Title;
goodsItem.Type = "Prop";
goodsItem.Rarity = drProp.Rarity;
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = ItemDescUtility.CreatePropDescription(drProp.Modifiers);
}
else if (drGoods.GoodsType == GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
if (drWeapon == null)
{
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Missing DRWeapon, id = {drGoods.GoodsTypeId}");
continue;
}
price = CalculateRandomizedPrice(drWeapon.Price, drWeapon.PriceRandomPercent);
goodsItem.Title = drWeapon.Title;
goodsItem.Type = "Weapon";
goodsItem.Rarity = drWeapon.Rarity;
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = ItemDescUtility.CreateWeaponDescription(drWeapon);
}
else
{
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Unsupported goods type = {drGoods.GoodsType}");
continue;
}
goodsItem.Price = price;
_selections.Add(new ShopGoodsSelection
{
GoodsType = drGoods.GoodsType,
GoodsTypeId = drGoods.GoodsTypeId,
Price = price
});
goodsItems.Add(goodsItem);
}
return goodsItems;
}
private static int CalculateRandomizedPrice(int basePrice, float priceRandomPercent)
{
float normalizedPercent = priceRandomPercent > 1f ? priceRandomPercent / 100f : priceRandomPercent;
normalizedPercent = Mathf.Max(0f, normalizedPercent);
float offsetPercent = Random.Range(-normalizedPercent, normalizedPercent);
int finalPrice = Mathf.RoundToInt(basePrice * (1f + offsetPercent));
return Mathf.Max(1, finalPrice);
}
private DisplayItemContext ApplyGoodsPurchase(ShopGoodsSelection goods)
{
if (goods == null || Player == null)
{
return null;
}
if (goods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable != null ? _propDataTable.GetDataRow(goods.GoodsTypeId) : null;
if (drProp == null || drProp.Modifiers == null || drProp.Modifiers.Length == 0)
{
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Prop modifiers are empty");
return null;
}
Player.AddProp(new PropItem(drProp.Modifiers, drProp.Rarity, drProp.Title, drProp.IconAssetName));
return new DisplayItemContext
{
IconAssetName = drProp.IconAssetName,
Rarity = drProp.Rarity,
IsWeapon = false
};
}
return null;
}
}
}
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